Call it Magic, call it the Meta, call it the Breath of the Wheel, it is a force which turns
Metaphysics is the study and use of the properties of the Meta energy which suffuses the universe. Humanity was without it for a long time, but in modern era it is as much a staple of their existence as it is for the Sazashi and Verin.
The origin of the meta is a controversial topic. Some claim it is an exotic particle which Sophont evolved to manipulate. Others claim it was bestowed upon the universe by The Wheel as a gift for achieving Sophonce. There are many more opinions on the matter than that, and some that even mix those theistic and atheistic threads.
In the tens of thousands of years since the discovery of the meta, casters have increased its efficiency and flow through the body by creating mass enchantments and anchoring them to Divinorium, great spheres if gemstone and mineral. It’s said that the first casters could hardly summon flame without burning themselves, yet modern masters can call down tornadoes of flame, tremble the earth with great quakes, and drive to madness the minds of all who oppose them.
It is well and good to wax poetic about the metasciences and the enigmatic vagaries of its nature, but this academia is just hot air if we don't put what we know to use. You want to know how to cast a spell, how to warp the meta to your whim and command, don't you?
A long road lies ahead of you, Caster. Long, but rewarding.
Let's begin.
The Source of the Meta
Metaphysics marks the end of the known and the beginning of the unknown.
Where is it from?
The origin of the meta is a source of controversy.
Some claim it is an exotic particle which Sophont evolved to manipulate. Others claim it was bestowed upon the universe by The Wheel as a gift for achieving Sophonce. There are many more opinions on the matter than that, and some that even mix those theistic and atheistic threads.
In the tens of thousands of years since the discovery of the meta, casters have increased its efficiency and flow through the body by creating mass enchantments and anchoring them to Divinorium. It’s said that the first casters could hardly summon flame without burning themselves, yet modern masters can call down tornadoes of flame, tremble the earth with great quakes, and drive to madness the minds of all who oppose them.
As an easier question: where it it physically?
The meta flows from the Monoliths and the Sovereign. Where they are, meta congregates and spreads outwards. On hub worlds, the presence of the Monoliths is such that meta is in an almost dangerous abundance—fuelling errant thoughts to become wild echoes which pose a threat to society.
In space, and on new worlds—regions known as Null Voids—it is nonexistent. It must be brought, stored within people and batteries (with little differentiation between the two) and carried to new worlds. Even then, that store is only temporary without a Monolith to provide meta.
How is it used?
The fundamental act of the Psiolic is of breathing.
We inhale raw meta and exhale change.
The Sovereign and the Monoliths are the only source of meta.
All other Sophont act as a sponge for Meta, storing it up to a Meta Capacity which they may expand to cast spells.
Casting is a process done willfully. It is the conscious casting of a spark of one's soul configured into an Element and a School. It is often accompanied by somatics such as: gestures, words, song, diagrams, or whatever else helps the Caster to focus on the act. Which Somatics best fit the Cast depends on the element related to it. For example, Gas Psiolic will often sweep and flex their arms, while Auric casters will often sing or talk as they Cast. Casting meta expends it.
Can it be used up?
Meta is seemingly infinite, to a degree. Monoliths and Sovereign are a constant source of it, but they only produce it at a certain rate, a rate slower than the entire population could it if they tried.
It can be used up within a region, turning it into a Null Void or a Meta Sink. In the case of a Null Void, extant souls will eventually wear out and disperse over the course of a few days, leaving those within it without souls and without meta, in a state of Null Sickness
Once these sophont meet someone with a soul, theirs will once more re-develop.
Elements and Schools
The meta is so woven into the universe that even today Casters find new and fascinating applications for it. The core application is that of the Elements. Meta tends to work closely with physics, but doesn’t do so strictly.
Elements
The Elements are the material manifestations of the meta. They channel through different parts of the mind and body aligning with your Attributes. The higher you raise an attribute, the more power you may muster with the related element.
You can cast any Spell within your related Spell Level.
Element |
Description |
|
|---|---|---|
| Gas | Affects volumes of gaseous matter. | |
| Liquid | Affects volumes of liquid matter. | |
| Solid | Affects volumes of solid matter. | |
| Energy | Generates and controls energy. | |
| Kinesis | Moves objects around and creates barriers. | |
| Meta | Affect the Meta directly. | |
| Auric | Affect echoes, souls, and other such things. |
Schools
| Action | Description | |
|---|---|---|
| Observe | Observe your surroundings through the element. | |
| Decay | Affect properties towards entropy and dissolution. | |
| Enhance | Articulate properties through dimensional space. | |
| Direct | Affect properties towards agitation and excitation. |
Gas - Upper Body Strength
Gas Metaphysics is the craft of those who place their faith in their strength. The most powerful Gas Psiolic are intimate with the lash of wind across their knuckles during a perfect strike. They have climbed the cliffs and tasted the sky. They know violence, whether they're proud of it or not, and they appreciate the force it takes to compress air into a detonation, or to draw a gale-force wind from the heavens.
Gas Psiolics can be found on naval ships where their ability to tame storms is nearly as handy as their strength, or in desert campaigns where their ability to stir up a sandstorm is invaluable.
Observe
Gas Observation spells cannot penetrate solid objects, and liquids.
Observe Motion: Observe the prevailing direction and speed of gas within the Target Area as directional contrails. Each additional level after the first reveals an another WIP
Observe Thermals:
Observe Properties: Query a single adjective property about a volume of gas to see if it's true. Example adjectives include: breathable, flammable, smoky, corrosive, dusty, humid. Add an adjective
Cast Through Solid (Spell Modifier): Add the Solid Level of the material to your cast to cast through it.
Cast Through Solid (Spell Modifier): Add the Liquid Level of the fluid to your cast to cast through it.
| Level | Outcome |
|---|---|
| 10 | You can now sense some of the history in the meta of the Gas going back as far as (Cast Level - 1) days. This may grant visions of its origin, the people within it, and so forth at Narrator discretion. |
Immolation
Heat: Increase the temperature of Target Squares of Target Gas within CAA by 10°F or 2°C per Cast Level.
Disperse: Decrease the pressure of Gas within Target Area, dispersing it out across a radius of [Cast Level] Cells. This expands the volume of it and lowers how much of it you breathe in. If done on breathable air it makes it unbreathable. If done on air mixed with poisonous effects it negates the poisonous effects.
--Combination
Cool: Decrease the temperature of Target Volume of Gas by 10°F or 2°C per Cast Level.
Pressurize: Increase the pressure of a volume of gas, shrinking the volume of its size by 2 per Cast Level. The volume of a square is 10. It can then be stored or released in explosive decompression for a loud noise and to spread the volume over a radius of squares equal to the Cast Level.
Manipulation
Change Wind Speed: Modify the Wind Speed of Target Squares within CAA to your and number equal or lower than your Cast Level. Your Cast Level must be equal or greater than the wind speed Outside of your Target Squares the wind speed naturalizes to the ambient by a rate of 1 per square.
| Speed | Description |
|---|---|
| 1 | Smoke drifts and leaves rustle. Water does not crest. Not much is happening. |
| 2 | Twigs rustle. The occasional crest can be seen in water. |
| 3 | Dust is kicked up and small branches rustle. Small waves break in the water. |
| 4 | Small trees sway. Loose branches pushed around. Moderate waves appear. |
| 5 | Large branches pushed about. Eaves, wires whistle. Water crests frequently. |
| 6 | Large trees sway as it becomes difficult to walk. Moderate waves appear. |
| 7 | Light vehicles are hard to pilot. Walking is very difficult, High waves appear. |
| 8 | Branches break off large trees. Signs knocked over. Water roils upon itself. |
| 9 | Trees are uprooted. Roofing is peeled back. |
| 10 | Cars slide around as though on ice. Massive waves. |
| 11 | Outbuildings are gone. Large trees break. Small missiles snap about. |
| 12 | Houses in disrepair, forests uprooted. |
| 13 | Houses fly or are leveled. Car sized objects become missiles. |
| 14 | Cars fly. Trees are stripped. Reinforced structures are in disrepair. |
| 15 | Anything under a ton is guaranteed to be thrown around. |
Liquid - Lower Body Strength
Liquid Metaphysics is the study of flow, motion, and reaction, and so falls naturally to quality defined by its grasp over momentum: Lower Body Strength. You’ll be hard-pressed to find an adept Liquid Psiolic who doesn’t cross land, sea, or gap with swiftness and grace.
They bridge the gap between Air and Solid in more ways than one, possessing an grasp of motion like that of a Gas Psiolic and a strength of foundation some would liken unto a Solid Psiolic. They're popular to employ on survival expeditions, where their ability to draw up springs and purify water are invaluable.
Some of the more advanced psiolic can use the knowledge of their element to further remove any barriers to motion, such as jetting through water or falling from great heights to land, unharmed, in an ocean. Combatants of master psiolic will find themselves facing down hurricanes, maelstroms, tidal waves, and the very real threat of having the blood in their bodies ripped out.
Divination
Each cast level also includes the effects of all previous.| Level | Outcome |
|---|---|
| 1 | You see the Direction and Speed of Liquid within your Target Area as flowing streams. |
| 2 | You see the Temperature of Liquid within your Target Area as a glow, and can understand innately how dangerous that temperature is. |
| 3 | You can differentiate when there are different kinds of Liquids within your Target Area as different colors in their glow. If a kind of Liquid is equal-to or smaller than the volume of air in an exhale of breath, you cannot see it. |
| 4 | Your Divination gains Penetrating. |
| 5 | You can now differentiate even if the Liquid has a volume as small as a thimble. |
| 6 | You can see a single adjective of a property applicable to Liquid within your your Target Area. Examples include: flammable, murky, acidic, and poisoned. You discern adjectives in the order a naked eye would. Casting multiple times does not yield more adjectives. |
| 7 | You can now discern 2 adjectives total. |
| 8 | You can now discern 4 adjectives total. |
| 9 | You can now discern all adjectives down to a scale that you may pick up traces amounts from outside of your Target Area. For example, you might sense toxicity in the water hundreds and miles down from a factory. |
| 10 | You can now sense some of the history in the meta of the Liquid going back as far as (Cast Level - 9) days. This may grant visions of its origin, the people within it, and so forth at Narrator discretion. |
Immolation
Heat Raise the temperature of Target Volume of Liquid by 10°F or 2°C per Cast Level. If the liquid vaporizes you can only affect it with Gas Meta.
Freeze Lower the temperature of Target Squares of Target Liquid within LOC by 10°F or 2°C per Cast Level. Once the liquid freezes you can only affect it with Solid Meta.
Manipulation
Flow Control: Move a volume of liquid in a direction at a speed of [X] m/s. Use this to speed it up or slow it down. Note that the average speed of a river is 3 m/s and some of the more extreme Niagara rapids move at 18 m/s. Tsunamis move at over 200 m/s.
+Finesse While doing a form of liquid Manipulation which requires finesse add 2, 4, or 8 as a Malus for sweeping, careful, or precise actions.
Solid - Vitality
Sculptors of the terrain, crafters of matter, Solid Psiolic are survivors cut from the heaviest cloth. While scar removal is trivial most Solid Psiolic wear their scars with pride for the trials they've weathered.
Solid Psiolic have a long history as architects, where their ability to construct compliments their ability to detect and fix weaknesses in a structure. Most Superstructures owe their creation to the hands of Solid Psiolics.
In the field, expect to see a Solid Psiolic controlling the battlefield putting up defensive lines or ripping them down as needed, or pelting foes with avalanches that flow across level ground and up hills. At extremes, they can shatter foes directly, blasting them to bits with a wave of their hand.
Divination
Each cast level also includes the effects of all previous.You see the world in shades of grey, with Solid objects outlined in white and shaded according to their Samoh: light grey at the low end, grey at the high, and black above your Cast Level. Anything outside of their vision is cloaked in static shadow, as is liquid, and people appear to be confusing masses of bone floating in static fields.
At each level you can see through the corresponding elements of the table to the right, and every element above that is black and impenetrable.
| Level | Outcome |
|---|---|
| 1 | Salt, Lead, Tin, Ice |
| 2 | Sulfur, Aluminum, Zinc |
| 3 | Copper, Gold, Cement, Concrete, Bone |
| 4 | Iron, Nickel, Platinum, Steel |
| 5 | Tooth Enamel, Obsidian, Marble |
| 6 | Glass, Granite, Titanium, Uranium |
| 7 | Quartz, Hardened Steel, Tungsten, Emerald |
| 8 | Topaz |
| 9 | Tungsten Carbide, Carbitanium |
| 10 | Diamond, Carbitanium-A |
Immolation
Fracture and damage.
Combination
Bind together and cool.
Manipulation
Move - can’t move if too hard, must break off first
Energy - Reflex
Kinesis - Acuity
Divination
The Facet of Kinetic Metaphysics is known as the Tactile Facet as it is perceived in a tactile sense rather than a visual one. You feel the world around you as sensations.My cilia stretched out across the room and over the soft rug. I felt the pressure and temperature change of a draft passing under a door hidden by the bookcase. Just what I’d been looking for.
No, there was more. I sensed a gradient from organic to synthetic in the weaponized arm of our guide.
“/The guide is an assassin./”
I felt my party’s heartbeats quicken as they read the private ping. I sensed their muscles and joints flexing and grinding, and with magic I joined in.
Before he could even react I felt the assassin’s heart flutter, panic, and stop.
| Level | Outcome |
|---|---|
| 1 | Perceive the Size of Target Object within Active Area. |
| 2 | Perceive the geometry of all exposed faces of Target Object within Active Area, including those facing away from you. |
| 3 | Perceive temperatures with touch accuracy. |
| 4 | Perceive vibrations with audio accuracy. This may be used to eavesdrop. |
| 5 | Perceive vibrations with touch accuracy, can be used to eavesdrop. |
| 6 | Perceive the kinetic potential energy of objects within your Active Cast Area as humming ripples of glowing light. With this you can see spring tension, the draw of gravity, weight shifting on a rope, the elastic buzz of stretched fabric, and so forth. |
| 7 | Your Divination gains Penetrating. |
| 8 | Perceive structural weaknesses of Target Object within Active Cast Area, negating [5 * (Cast Level - 5)] DR until the end of your next round. You may share this bonus with teammates via communication. |
| 9 | Perceive the movement path of a Target within Active Spell Area within the last 5 * [Cast Level] seconds. |
| 10 | Sense the movements of things [Cast Level - 9] rounds before they happen. Characters in range of this, including you, must draw your antes for that many rounds. |
Immolation
Kinetic Strike Deal 5 points of Kinetic damage to Target per Cast Level at a Check Target of [Cast Level + Target Area].
Combination
Barrier Create a glowing shield with a DR of 10 points per Cast Level at a Check Target of [Cast Level + Target Area] where the Active Area represents the surface area of the Shield in cells (so a 5' x 5' flat shield is 1 cell). Barriers may turn or run diagonally.
Any attack which does more damage to any part of the Barrier than the Barrier has Damage Resistance destroys the Barrier, otherwise the Barrier is unharmed. Barriers support objects of Size equal to their Cast Level, after which point they will break. Barriers move relative their Caster. If a Barrier is hit with force that would move the Caster, then the Barrier and the Caster both move but the Caster takes no damage.
Manipulation
TelekinesisMove Target Object of up to [Cast Level] Size. If moving one object would lift or drag another, then your Cast Level must account for the total of their sizes.Target Area is the Cell Distance from the Caster to their Target and from the Target to the Target Destination.
When you use telekinesis the Size of whatever you lift is added to your Size; this provides no additional physical strain to you, but if you’re on a surface where your Size is relevant (such as in water or on thin floorboards) it will matter.
Damage: Telekinesis does not deal direct damage. You can't telekinetically punch, but you can throw.
Grip: Your Cilia is approximate to having a hand of Size equal to Cast Level. If a hand of that size could reasonably gain purchase on a surface, your Cilia can.
Negating Gravity or VelocitySame as Telekinesis with the express purpose of negating the force imported onto an object—such as negating fall.
Standard gravity pulls objects down at ~6 Cells a round or ~30fps.
Use Object Use or swing an item you’re holding using Kinetic Metaphysics. Check: Make a Joint Check of Manipulation and the Skill most related to the item in question. The difficulty is the distance in cells between you and the item plus (if the item is being moved) the distance between the item and your target. Your Active Area must encompass both.
Explain LOD effect.
Cast Level substitutes for UBS for the damage.
Meta
Divination
Perceive the flow of Meta, both that within Casters and within the environment.
The Meta Facet is where Meta in all of its forms paints a stunning portrait of the world. It leaps and flickers like flame; it condenses, pools, and drips like honey before bursting into fungoid plumes of silken, shifting mist. Veils of it obscure distance in a lambent aurora that constantly folds over itself.
Where meta conducts it spasms and surges like electricity, eager to follow direction. Where it is guided by a Caster it twists into gossamer shapes of fragile crystalline.
Organic shapes are pods of complex whorls where meta is breathed in and shifts through the body in the inchoate shifting of organs and flowing of juices; it clings to the bones, not enough to show their outline but enough to provide a shimmering glow like a glowing light at the bottom of a deep, dark pool.
| Level | Outcome |
|---|---|
| 1 | Perceive where the Active Area of any Casts intersects your Active Area. Perceive whether anyone/anything within your Active Area has Charge greater than 0. |
| 2 | Perceive the Level of Casts within Active Area. Perceive how much Charge Casters within Active Area have. |
| 3 | Perceive the Element of Casts within Active Area. |
| 4 | Perceive the School of Casts within Active Area. |
| 5 | Each round you may choose [Cast Level] Elements, if Casters within Target Area have Affinity to that Element equal or lower than your MTP, then you know their Affinity with those elements, otherwise you only know that it is greater than your MTP. |
| 5 | Each round you may choose [Cast Level] Elements, if Casters within Target Area have Affinity to that Element equal or lower than your MTP, then you know their Affinity with those elements, otherwise you only know that it is greater than your MTP. |
| 6 | Divination gains Penetration. |
| 7 | Add the Target Area of any Casts which intersect your Active Area to your original Active Area (applies after calculating your target check). |
| 8 | Perceive all of the above within Cast Level days. |
Immolation
Disrupt Casts and metaphysical entities such as ghosts, shades, and echoes.
A gossamer gasp of scintillating, nebulous energy rushed from the arc of her swung hand, causing the fireball blazing towards her to fold in upon itself and disperse.
Another flourish and her Cast ploughed through the remaining tatters of the fireball and into its Caster, forcing his meta from him in a starburst pattern of ventilated Meta.
Lower Target Cast Level Lower Target Cast Level by [Cast Level] at a Check Target of [Cast Level + Target Area]. Target Cast Level cannot go below 0.
Lower Target Caster’s Charge Lower Target Caster’s Charge by [Cast Level] at a Check Target of [Cast Level + Target Area].
Damage Target Metaphysical Creature Deal [Cast Level] Damage to target Metaphysical Creature at a Check Target of [Cast Level + Target Area].--
Combination
Meta Combination allows you to empower Casts in play and Meta-powered Objects.
Their Casts coalesced, energies combining and resonating to strengthen her Cast. Her small burst of wind became a gale due to the strength of his power, and so caught the sentry off guard that he could only make an expression of dumbfounded confusion as he plummeted from the slick edge of the icy precipice.
Raise Target Cast LevelIncrease Target Cast within Active Area to [Cast Level] at a Check Target of the [Cast Level + Target Area]. The Caster’s check is then recalculated to include the new Cast Level in their check.
Raise Target Psiolic’s Charge::Add [Cast Level] to Target Caster’s Charge at a Check Target of [Cast Level + Target Area].
Manipulation
Meta manipulation allows you to modify Casts in play to change their nature, or to move a volume of meta
The lustrous plume of Meta enveloped the arcing power of his electricity and, to his great frustration, sent it screaming off into the face of their unsuspecting and now very dead guide.
Another Cast came rushing at them now, this one the reflected miasma of sanity destroying energy their hired Caster had hurled.
Change Target Cast’s Target Move the Active Area of Cast of [Cast Level] or lower within Active Cast Area at a Check Target of [Cast Level] + Target Area + Cells Cast Is Being Moved.
Veil Cast Envelope a Cast in a neutral Meta which hides it from Divination except to Meta Divination of [Cast Level] at a Check Target of [Cast Level + Target Area].
Auric - Nerve
Observe
The Auric Facet is a surreal facet populated by souls and echoes, shaped more by collective unconscious and its impressions of the world rather than its true properties.
What is here a foreboding, dark alley there becomes a ravenous brick-and-mortar gullet swarming with mobs of shadowy, predatory figures.
Souls are fluctuating hazes of colors, images, and vague geometry. When sad they might be dark and sluggish, when happy they might be flighty and flowing, when insane they may be disfigured and frightful. When two meet you may see them reach out or avoid each other.
Echoes are their afterimages of what we do. Most will aimlessly pace, stand around, or follow people. Those rooted in stronger emotions re-enact their birth: a first kiss, a jump for joy, the moment of their death. Strong emotions last the longest, but all echoes eventually fade unless they learn to leech energy from other Echoes or the world. If they become powerful enough they may become material for bursts of time, this is how Ghosts, Poltergeists, and worse things come to be.
Though your vision wraps around all objects in your range, showing all sides of them. All things outside of the range of your vision, or objects which have not yet had an impression made of them, are comprised of a foggy noise that is hard to look at, like white noise turned into a gas.
If sunlight would pass through a container, the radiance of a soul will as well.
| Level | Outcome |
|---|---|
| 1 | Perceive all Souls within you Active Area. |
| 2 | Perceive Souls’ Sanity Levels within Active Area as a a ballpark: “Perfect” (Full Sanity), Stressed (Half Sanity), Panicked (Under half), and Insane . |
| 3 | Perceive if any souls you’ve seen within the last [Cast Level] days have passed through your Active Area within that time. |
| 4 | You’re aware of Echoes created by emotionally-driven circumstances such as fulfilling a value, falling in love, being heartbroken, violence, and so forth. You cannot see Echoes over [Cast Level] days old. |
| 5 | Perceive if Souls within Active Area have insanities. How insanities appear is abstract and somewhat unique from soul to soul, so their descriptions are at narrator discretion. |
| 6 | Perceive Shades and can see the event which created an Echo. |
| 7 | As described in the snippet above regarding an alleyway, you are aware of the collective impression souls have had of an area or object. Narrators should describe them in terms of fear, or joy, or sadness, or anger and other such emotions rather than complex opinions. |
| 8 | You can see the general history of a place dating up to X days ago as a series of static echoes and older and more detailed impressions. The warehouse is empty, but you can see that just 10 or 12 days ago there was quite the activity here. Judging by the motions of the echoes left behind, and the sense of industry you’re feeling, they were hard at work on mass production of something illicit. |
| 9 | When souls are within 5 feet of eachother you can see how they feel towards eachother as a simple description. His soul reaches out, hers yanks away; he loves her, she hates him. |
| 10 | You know the Values a Soul holds and can glean the spectral flickers of memories and imaginings currently affecting their emotions. |
Immolation
Damage Auric Beings To Echoes: Deal [Cast Level] damage to all Echoes, Ghosts
Deal Sanity Damage
Combination
Heal Sanity Damage Restore up to Cast Level points of Sanity on Target.
Merge Echoes Merge together Echoes into a single entity of combined qualia and level.
Manipulation
Spellcasting
Spells are cast through the soul of a Caster, and retain a fragment of it. Each spell has a Delivery, an Element, an Action, a Casting Level, a Shape, a Target, a Cost, and a Difficulty.
Delivery: How the cast is done by the caster. Is it a single motion and a burst of passion, or is it calculated and multi-segmented? A single burst of flame is Emphatic, while a serpent of flame that weaves around allies to hit enemies only is Somatic.
Element: Each Element is associated with an Attribute. The higher the level of an Attribute, the higher level spell you can cast with its associated Element. For example: if your UBS is 5 you may cast a Gas spell of level 5.
Shape: The Shape of a spell alters its behavior, cost, and difficulty. More controlled shapes require the caster to be trained in Somatic spellcasting.
| Element | Attr. | Description |
|---|---|---|
| Gas | UBS | Affects volumes of gaseous matter. |
| Gas | ||
| Gas | ||
| Gas | ||
| Gas | ||
| Gas | ||
| Gas |
Instant and Single Action. Can only be cast on turns where your psyche goes up or down.
A spell cast through focused somatic rituals, such as handsigns and rituals. Requires formal training.
A spell maintained in a physical vessel to be triggered or produce a field. Requires formal training.
Target and Active Area
Whenever you Cast you must define an area which is continuous and connected to your Cell. This is your Target Area.
Within that area, then choose which spaces your Spell is Active in. The area must be continuous and within the Target Area. These are the squares the Spell will actually affect.
Your Check Target is the number of squares in your Target/Active Area plus the Spell Level.
For byrules and specifics of spellcasting see the Spellcasting Entry.
Byrules
You cannot charge while Restrained.
Charging slightly disrupts energy sources and dims sounds in a way that may give you away.
Casts can move diagonally, adding +1.5 to the check instead of 1. Check Targets round up.
A Cast cannot cast through non-permeable materials unless it has Penetrating. Permeable materials are those which water instantly pierces.
Charging is the Action of drawing Meta from the environment and imprinting it with a spark of your soul so that you may use it in casting.
You cannot charge higher than your max. If you reach 0 Ψ, you lose your Soul.
Casting is the Action of expelling Meta as a Spell. It plays out and is Resolved like any other Action.
- Declare an Element, School and Level
- Play your Check from your hand
- Declare Target Area and Active Area
- Spend Charge
- Resolve Reactions
- Resolve Damage
- Resolve secondary Effects
If a Spell involves Concentration, you lose concentration on a Spell if you gain a Status Effect or Damage.
Phenomena
Historic Milestones
- The first spell was cast by Kyzan at the last moment of his life. It is said that he learned the name of death and saw the spokes of the Wheel. His spirit remained in his body, although the meat was rotting.
- The first Monoliths
- The first Pantheon
- The First Pallmarch
- The First Sovereign
- First Demons
- Invention of Divinoriums
- The Harrowing of the Vadakendanic Procession
- Psiolic College
- Humans learn Thaumaturgy

I like your take on magic! Elemental magic is not exactly uncommon, but dividing it in eight elements and not having any of them be the traditional "avatar elements" is great! ^^ Why is the Astral element empty? Is it subscriber-only, or still WIP? I also found interesting that the four schools are not directly related to the elements. So, there's no "Liquid School" or "Kinetic School". I can see how each school would use the elements for their purposes except the Divination one. Would this be the Auric element?